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Giving all Jumpbots jump

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Date Editor Before After
5/17/2023 1:22:56 PMDErankStiofanKingofAwoo before revert after revert
5/17/2023 1:21:14 PMDErankStiofanKingofAwoo before revert after revert
5/17/2023 1:20:21 PMDErankStiofanKingofAwoo before revert after revert
5/17/2023 1:19:52 PMDErankStiofanKingofAwoo before revert after revert
5/17/2023 1:18:32 PMDErankStiofanKingofAwoo before revert after revert
Before After
1 Ive seen the Idea pop up a few times, and think it would be neat for jumpbots to fill a unique mobility style with their whole factory 1 Ive seen the Idea pop up a few times, and think it would be neat for jumpbots to fill a unique mobility style with their whole factory
2 Issue being the balance side of things, a jumping firewalker is hard to catch, a jumping placeholder or puppy could be really scary. 2 Issue being the balance side of things, a jumping firewalker is hard to catch, a jumping placeholder or puppy could be really scary.
3 \n 3 \n
4 How about linking the jump capabilities of jumpbots that currently dont have jump to their weapon reload? 4 How about linking the jump capabilities of jumpbots that currently dont have jump to their weapon reload?
5 Ive come up with 2 ways to go about this: 5 Ive come up with 2 ways to go about this:
6 \n 6 \n
7 1. You can only jump when your weapon is reloaded, and your weapon must reload after jumping 7 1. You can only jump when your weapon is reloaded, and your weapon must reload after jumping
8 \n 8 \n
9 The reload time could be shorter or longer than the normal reload time, to balance the jumps offensive and defensive use, while keeping out of combat utility in line with other jumps. 9 The reload time could be shorter or longer than the normal reload time, to balance the jumps offensive and defensive use, while keeping out of combat utility in line with other jumps.
10 in case of puppy, who dont reload, it would be a cooldown before they fire themselves 10 in case of puppy, who dont reload, it would be a cooldown before they fire themselves
11 \n 11 \n
12 drawback of this methode, is that jumps are rarely available in combat, due to constant firing, and coordinating a grouped jump is very hard without holding fire on all units 12 drawback of this methode, is that jumps are rarely available in combat, due to constant firing, and coordinating a grouped jump is very hard without holding fire on all units
13 \n 13 \n
14 \n 14 \n
15 2. Jumping makes you reload your weapon, but jumps are not tied directly to the weapon cooldown 15 2. Jumping makes you reload your weapon, but jumps are not tied directly to the weapon cooldown
16 \n 16 \n
17 Akin to a self disarm, the time needed before firing after jumping can vary from unit to unit 17 Akin to a self disarm, the time needed before firing after jumping can vary from unit to unit
18 The advantage of this methode is that jumps are always available (provided jumpjets are charged), meaning you can easily coordinate grouped defensive and utility jumps, but offensive jumps are discouraged/can be reacted too. 18 The advantage of this methode is that jumps are always available (provided jumpjets are charged), meaning you can easily coordinate grouped defensive and utility jumps, but offensive jumps are discouraged/can be reacted too.
19 19
20 Drawback is that jumpbots become very hard to catch out, though this could be adjusted with relatively long jump windup 20 Drawback is that jumpbots become very hard to catch out, though this could be adjusted with relatively long jump windup animations, especially for the firewalker and moderator
21 animations, especially for the firewalker and moderator
22 21
23 \n 22 \n
24 \n 23 \n
25 What do ye guys think? 24 What do ye guys think?